droqen's forum-shaped notebook

On art => Close reading => Topic started by: droqen on April 20, 2025, 10:40:06 PM

Title: Building Inward
Post by: droqen on April 20, 2025, 10:40:06 PM
Re: Zeigfreid's
"Building Inward (https://letterclub.games/2025/04/19/building-inward/)"
Title: Re: Building Inward
Post by: droqen on April 20, 2025, 10:40:10 PM
[AB]
Title: Re: Building Inward
Post by: droqen on April 20, 2025, 10:44:10 PM
Quote. . . because of the resolution problem all we can ever achieve is a superficial, hollow realism that falls apart when prodded. So stop doing it!
Title: Re: Building Inward
Post by: droqen on April 20, 2025, 10:45:01 PM
QuoteI feel like people are making what they think they should make, rather than really deciding what's right.
Title: Re: Building Inward
Post by: droqen on April 20, 2025, 10:48:02 PM
QuoteIf you are making a game where you climb, "Shadow of the Colossus" style, over human faces then OK maybe you need motion capture and hair physics to get that feeling really right. Imagine Aloy's braided lock crashing towards you at break neck speeds as you climb the enormous seems of her vest! That's gameplay! But if your game is just about talking to NPCs, and rolling, I feel like we've been doing that just fine without motion capture for like 50 years.

incredible. this is the gameplay we need.
although, i also want to say that this kind of tech-then-gameplay seems backwards as well--
make the tech in order to do something, don't make the tech and then grapple for ways to justify it!
theoretical scientists everywhere hate this one weird trick, though, so don't listen to me.
Title: Re: Building Inward
Post by: droqen on April 20, 2025, 10:49:01 PM
Quote. . . it is our responsibility to ask the question "how much did this improve the experience, and was it worth the cost?"